[GZD 4.11.3a] Fragmentation v1.2

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-- Alexei --
Posts: 9
Joined: Sun Mar 24, 2024 11:04 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11 Home
Graphics Processor: ATI/AMD (Modern GZDoom)

[GZD 4.11.3a] Fragmentation v1.2

Post by -- Alexei -- »

FRAG-WEB.png
First time posting seriously in here so I hope I didn't screw any formatting up. A while after the last update I released for my gameplay mod I got a new computer that could manage actually running GZD on hardware rendering without crying for mercy, old one already struggled with L4D2 so you can get a good idea of how it was. This was one of the reasons I made Disjointed Storms apart from wanting to give full multiplayer support. Now that I can finally take full advantage of modern modding features I decided to make this spiritual successor, in my opinion it's marginally better.

This here is a similar concept with a way better execution, a QUAKE and Half-Life inspired mod with fast paced gameplay and enhanced replayability through the use of versatile weapons that give nice and punchy feedback by taking advantage of more appropiate sound design that still fit the early-industry vibe of DOOM. But this time I didn't forget about the enemies, you and your weapons may be an unstoppable force, but the demons are your immovable object (specially the ogre, that black hellknight, use explosives on him or youll be fighting him for a year).


Main Highlights:

-Cool, futuristic-ish weapons that each have their own ideal situation and fluid animations without going overboard.
-Intricate enemy attacks (barons & cybies doing a floor attack inspired by the Maulotaur and other surprises) along with variants that spice up your playthroughs.
-A fully supported voxelized version using Cheello's Voxel DOOM II (performance hit shouldn't be atrocious apart from the bosses or a slaughter-ish map, can't do anything about that).
-Extra decorations for mappers (dead chaingunner, dead revenant, rubble, hanging torch, etc.).
-A flashlight that uses dynamic spotlights, it works similar to the one from Half-Life 2 but lasts longer.
-Enemy variants inspired by other games in the franchise like D64 and (in a dumbed-down way) Eternal, along with re-imagining ones from DOOM RPG.
-Your beloved pew-pew weapon, the Unmaker, with an alt-fire that uses cells to heal you.
-A simple gore system (don't get scared yet, it's not brootal dewm) that gives enough feedback to actually feel like you're tearing through the hordes of the hellish.
-Very heavy use of the engine's particle system (that I've somehow never seen done before but I might just have missed it).
-A Spider Mastermind that isn't utterly pathetic, at least to some degree.
-Inventory items that can be used in specials situations, like a fuel can that you can shoot to burn your way through or a rare quad damage sphere with it's own mugshot and a short invulnerability.
-General player overhaul featuring diving, surfacing and swimming sounds and a flinching system Half-Life-style that moves the camera when the player is damaged, which also intertwines with jumping, which has a dedicated animation.
-Enhanced IWAD textures made by members of the community that don't break texture replacements (for example, if a mapset replaces IWAD textures, loading the mod below it should fix it).
-A testing map made by Kinsie.
-Responsive sounds for your arsenal and new ones for monsters that reuse already existing sounds (looking at you, DSDMPAIN).
-Integrated Tilt++ because that's one of the best parts about QUAKE, courtesy of Nash.
-A footstep system courtesy of The Zombie Killer.
-A boss-buff system that strengthens a certain enemy depending on the map number (but it doesn't go overboard as to not make custom maps impossible).
-A lot, and I mean, a lot of new quit messages, most being references to other shooters like L4D, HL and the QUAKE series.
-A very responsive HUD inspired by Half-Life 2 that indicates your standard stuff along with your flashlight battery, map stats and inventory items.


Important info:

This is only compatible with GZD, as it uses ZScript (unless you find a fork that supports current ZScript lol). It's been tested in GZD 4.11.3a but is compatible with 4.13.0 and likely higher. Everything in the mod is credited to original authors, even textures that aren't actually in the mod itself but will be upcoming content for it.
My recommendations are turning max particles (in display options) to as high as you can and use brightmaps since the mod includes some for the revenant, rocket, bonuses and weapon pickups.


Screenshots:
https://ibb.co/Zzx41Xwt
https://ibb.co/1YZh0C40
https://ibb.co/bRKWns56
https://ibb.co/qQ0xYFP
https://ibb.co/SXPzr0rt
https://ibb.co/BH2BV279
https://ibb.co/HpLLrNCS
https://ibb.co/FSbmbbP
https://ibb.co/CpgzrHYX
https://ibb.co/CKh1LSD9
https://ibb.co/6RtYGR0V
https://ibb.co/39JqGzrx


Teaser trailer:
[youtube]https://www.youtube.com/watch?v=GgM-t_Ja-Ag[/youtube]

Showcase video:
[youtube]https://www.youtube.com/watch?v=f1b52TpwXWo[/youtube]

Downloads:
ModDB: https://www.moddb.com/mods/fragmentatio ... tation-v12
vBeta (Voxels): https://allfearthesentinel.com/zandronu ... n_beta.pk3
vBeta (Sprites): https://allfearthesentinel.com/zandronu ... d_beta.pk3
v1.0(Voxels): https://allfearthesentinel.com/zandronu ... n_v1.0.pk3
v1.0 (Sprites): https://allfearthesentinel.com/zandronu ... d_v1.0.pk3
v1.1(Voxels): https://allfearthesentinel.com/zandronu ... n_v1.1.pk3
v1.1 (Sprites): https://allfearthesentinel.com/zandronu ... d_v1.1.pk3
v1.2 (Voxels): https://allfearthesentinel.com/zandronu ... n_v1.2.pk3
v1.2 (Sprites): https://allfearthesentinel.com/zandronu ... d_v1.2.pk3
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Last edited by -- Alexei -- on Fri Apr 25, 2025 3:41 pm, edited 7 times in total.
User avatar
-- Alexei --
Posts: 9
Joined: Sun Mar 24, 2024 11:04 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11 Home
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [GZD 4.11.3a] Fragmentation (Beta)

Post by -- Alexei -- »

Version 1.0 is out!

College is kinda grabbing me by the neck this month but that wont stop me from releasing the first full version. This includes a couple of bugfixes and some nice eye-candy and code improvements.

Changelog:

-Enhanced explosion particles.
-Explosions now leave smoke behind.
-Each bloodsplatter has a random duration and scaling.
-Redone the plasmarifle.
-The worldmodel for the SSG is now consistent with the viewmodel.
-Fixed glove inconsistency in devoxelized version.
-Enhanced fuelcan fire particles.
-Fuelcan fire now leaves smoke behind.
-Adjusted boss gibs.
-Rockets have a noticeably better particle system.
-Fixed boss buffer affecting D2 maps.
-HUD now behaves properly on other 16:9 resolutions.
-Enhanced map stat and ammo blocks in HUD.
-Starter rifle is now semi-automatic.
-Fixed color inconsistency in grenade sprites.
-Changed CVAR names so as to not interfere with other mod configurations.
-Custom map-exclusive rubble thing now has random orientation and a more accurate thing height.
-The unmaker now fires extra projectiles, consequently has more separation between each beam.
-Ogre now is properly vulnerable to grenade damage.
-Fixed spectres being nearly invisible in devoxelized version.

Downloads:
ModDB: https://www.moddb.com/mods/fragmentatio ... tation-v10
v1.0(Voxels): https://allfearthesentinel.com/zandronu ... n_v1.0.pk3
v1.0 (Sprites): https://allfearthesentinel.com/zandronu ... d_v1.0.pk3
User avatar
-- Alexei --
Posts: 9
Joined: Sun Mar 24, 2024 11:04 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11 Home
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [GZD 4.11.3a] Fragmentation v1.0

Post by -- Alexei -- »

I know its been a while, but don't think I've left this mod for dead (unrelated pun intended).
I'm a bit amazed this has gotten the attention of hundreds of people on ModDB and this many on Doomworld, I kind of expected it to be as popular as my previous mod, Disjointed Storms.

This time I bring to you a set of fairly decent changes along with an image explaining monsters and weapons, to anyone who doesn't meticulously read these descriptions.

Changelog:
  • Slightly reduced flashlight illumination distance.
  • Added cosmetic shrapnel to grenades.
  • Tweaked chaingunner gibs.
  • Slightly increased the spectre's attack reach.
  • Tweaked lost soul to lost sinner spawning chances.
  • Enhanced explosion smoke effect.
  • Added soda cans to custom mapper random decoration.
  • Divided the plasma rifle's railgun attack into 2 rays.
  • Added an analysis sheet to the zip file on ModDB.
  • Overhauled the secret weapon accessed from the credits menu.
  • Zombies now use sounds from Quake's zombies.
  • Enhanced explosion sounds.
  • Grenades can now be held (not cooked, held).
  • Improved Malwrath attack pattern to distinguish it from the Ogre.
  • Added zrrion's skull switch texture.
Screenshots:
https://ibb.co/6RtYGR0V
https://ibb.co/39JqGzrx

Download: https://www.moddb.com/mods/fragmentatio ... tation-v11
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tuintje
Posts: 69
Joined: Sat Sep 14, 2013 8:50 am

Re: [GZD 4.11.3a] Fragmentation v1.0

Post by tuintje »

i just tried this out, for some reason i missed this mod.

Lots of fun so far! love the extra additions. Big fan of the shotgun with rifle alt too. any way to get a smaller hud though? I'm gonna play some more now, maybe il give some more feedback later
User avatar
-- Alexei --
Posts: 9
Joined: Sun Mar 24, 2024 11:04 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11 Home
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [GZD 4.11.3a] Fragmentation v1.0

Post by -- Alexei -- »

Hey sorry for the late reply my new windows update has been giving me some problems.

When I first uploaded vbeta I saw one person also disliked the HUD but I wanted to see if it was just them so I waited, I'm now working on a new HUD and bugfixes seeing as more and more people are disliking it, this is my second attempt at understanding how to do it in ZScript (so its responsive to scaling, more dynamic and more customizable) so I hope it's good enough this time, anyway have fun!
User avatar
-- Alexei --
Posts: 9
Joined: Sun Mar 24, 2024 11:04 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11 Home
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [GZD 4.11.3a] Fragmentation v1.0

Post by -- Alexei -- »

New Update: Version 1.2

Before the trimester starts again I'm bringing this last update to you guys, it's mostly fixes and small changes like some visual consistency and a few rebalances.

-Changed loading screen title to display current version (how did I miss that?).
-All trees face the same angle in the voxel version.
-Redid most gunflashes.
-Added a snow tree for mappers.
-Buffed the rifle's firerate.
-Reduced the hellknight's pain sound volume.
-Ogres are less common.
-Redid the HUD from scratch in ZScript.
-Made the chaingun's altfire actually eject casings.
-Increased the grenade's explosion radius.
-The unmaker is less effective at longer ranges.
-Added a couple more quit messages (I never get tired of adding more lol).
-Fixed a possible bug with the skullswitch texture.
-Fixed part of the BFG's gunflash frames not being fullbright.
-Turned the credits menu into a general menu.
-Added options related to the HUD in the menu, you can now turn it off to support mods that add a HUD.
-Tweaked the stray radio's use state.
-Reduced particles generated by the ogre.
-Nerfed the spectre.
-Increased the fuel can's hitbox and it's damage output.
-Nerfed the Baron of Hell's floor attack (cybie unaffected).

Download v1.2:
Voxels: https://allfearthesentinel.com/zandronu ... d_v1.2.pk3
Sprites: https://allfearthesentinel.com/zandronu ... n_v1.2.pk3
ModDB: https://www.moddb.com/mods/fragmentatio ... tation-v12

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